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Top 9 FableVision Moments of 2020

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2020 has been a year of unprecedented change—but also a time of resiliency in the face of challenge. We have seen innovative educators, creatives, and more step up to the plate to keep the learning going for students of all ages, no matter where they are.

And there is no better way to wrap up our year than with the streaming of “Parade of the Wooden Soldiers” at this year’s virtual Holiday Pops Celebration. We’re so thankful for incredible partnerships and projects such as this, and for all those who helped us continue to find safe, fun, and exciting ways to connect this year, even where we’re physically apart.


1. FableVision Games

 
 

Our highlight of 2020 is the launch of our new games platform, FableVision Games! Timely as ever, FableVision Games offers state-of-the-art, research-based games and educator tools, poised for this time of remote and blended classroom learning. Stay tuned for more games launching in 2021!

The FableVision Games lineup includes: 

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Zoombinis: a relaunch of the classic, beloved ’90s game “Logical Journey of Zoombinis” created in partnership with TERC and the Learning Games Network. The game teaches Computational Thinking to grades 3-8.

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Cyberchase Fractions Quest: an immersive game based on the popular, award-winning PBS KIDS series Cyberchase that combines a high-stakes adventure story with a research-based approach to fractions learning. Created in partnership with WNET and the Education Development Center (EDC) through Phase I and II support from the IES Department of Education’s SBIR program.

Civics! An American Musical: an online game for middle school students that promotes the importance of civics and teaches how to analyze primary sources. Created in partnership with Maryland Public Television, Maryland Humanities, and Tufts’ CIRCLE, as part of the Library of Congress’ Teaching with Primary Sources program.


2. Design Principles

On our mission to tell “stories that matter, stories that move” and create positive media that moves the world to a better place, the studio authored our core design principles to share the pedagogy behind our approach. No matter the type of media—educational games, animation, museum interactives, websites, Augmented Reality experience—or the subject matter, our focus is always on the needs of our end-user, the context of their learning, and the impact of our product.

 
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FableVision President Gary Goldberger (left) and Communications Director Sarah Ditkoff (right) accept the KAPi Award for Keenville at the 2020 CES Convention in January.

FableVision President Gary Goldberger (left) and Communications Director Sarah Ditkoff (right) accept the KAPi Award for Keenville at the 2020 CES Convention in January.

3. Award Winners!

We pride ourselves on the quality, creativity, and educational value of our educational media and game-based projects. You don’t have to take our word for it, though! The awards we’ve won speak for themselves.

This year, we were honored to accept an award for Keenville, our literacy and math game-based assessment created in partnership with the Georgia Department of Education (GaDOE) and Georgia Center for Assessment. Keenville was recognized as a “Noteworthy School Product” in the 2020 Kids At Play Interactive (KAPi) Awards.

Galaxia, a bullying prevention game developed in partnership with the National Health Promotion Associates as a part of their Botvin LifeSkills Training middle school curriculum, was selected as an EdTech “Cool Tool” finalist for 2020.


4. Amazing Partners

2020 was also a year of innovative collaborations towards a more educated and empathetic world. Here are just some of the incredible organizations we were proud to partner with this year.

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FableVision Executive Producer Peter Stidwill presents at the virtual Games for Change Festival.

FableVision Executive Producer Peter Stidwill presents at the virtual Games for Change Festival.

5. Thought Leadership

The FableVision team’s insights shone this year as they shared their expertise and best practices at a number of industry conferences. 

Gary Goldberger, FableVision president and co-founder, spoke at the Unity for Humanity Summit about FableVision’s core design principles and how Unity creators can make accessible educational games.

Executive Producer Peter Stidwill joined three panel presentations in 2020. He presented at the SXSW EDU Conference and Festival and the Serious Play Conference on how games can teach and assess 21st Century skills. Peter also presented at the 2020 Games for Change Festival, where he shared his knowledge and best practices to make educational games more accessible. 

Creative Director, Leigh Hallisey, also attended the Library of Congress Consortium Meeting to present a poster session on our newly-launched U.S. history learning game Civics! An American Musical.


6. Resources in the Era of Social Distancing

To support teachers, students, and families in this time of remote and blended learning, FableVision developed a myriad of robust resources to help people stay informed and to keep the learning going through this era of social distancing. 

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As students and teachers around the world stayed at home to reduce risk, FableVision compiled a list of our favorite distance learning games, animation, and other resources to make finding engaging, quality digital learning tools easier.

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To build awareness during Mental Health Awareness Month and beyond, we curated a list of FableVision-developed resources that facilitate open and honest conversations about mental health, self-love, and healthy coping skills.

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For summer 2020, FableVision invited everyone to join us for a social distanced and educational virtual summer picnic, complete with educational games, animation, and more to help students have fun and keep their minds sharp throughout the season.

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We teamed with the Center for Information and Study on Clinical Research Participation (CISCRP) to produce a series of videos educating people on how clinical trials produce new treatments and vaccines.

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To support educators and students as they returned to their school routines in the fall, FableVision joined over 70 federally-funded researchers and developers to produce a series of educational technology guides and resources covering a range of topics.


7. FableVision In the News

In 2020, we were also thrilled and honored to see our work in the news, at festivals, and beyond where it can reach more audiences!  

The Animation World Network highlighted The Paper Girls Show, our new animated series created in partnership with Global Tinker that empowers young girls to play, imagine, make, and learn with STEAM (Science, Technology, Engineering, Arts and Mathematics).  

Don’t Mix Us Up, our witty and catchy animated music video series was featured at the Bay Area International Children’s Film Festival, where attendees were able to learn all about the dangers of confusing look-alike objects. 

And last but not least, over 3,500 Lubbock County second-graders read FableVision founder Peter H. Reynolds’ book The World Collector as a part of the United We Read initiative! The festivities also featured a special video message from Peter Reynolds, encouraging their reading efforts.


8. Seasonal Banners

Spring banner designed by FableVision production artist Julie Oliveira

Spring banner designed by FableVision production artist Julie Oliveira

Summer banner designed by FableVision director of art & animation Bob Flynn

Summer banner designed by FableVision director of art & animation Bob Flynn

Fall banner designed by FableVision lead artist Christina Kelly

Fall banner designed by FableVision lead artist Christina Kelly

Winter banner designed by FableVision production artist Julie Oliveira

Winter banner designed by FableVision production artist Julie Oliveira


9. Our Incredible Team

The FableVision team celebrates the KAPi Award for Keenville in January 2020.

The FableVision team celebrates the KAPi Award for Keenville in January 2020.

What a year. We count ourselves lucky to have an amazing staff that not only rolled with the punches but excelled with grace, grit, and a sense of humor. From our virtual offices to yours—the future looks bright from here. Stay safe. See you in 2021!

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Get Your Classroom “Ready Now” for the School Year

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The start of this school year has presented a unique set of complications and adjustments for classrooms around the world. And as with everything—creative educators and students have risen to the challenge. To ease the transition into a new era of classroom routines, FableVision joined a group of over 70 federally-funded researchers and developers to produce a series of guides to support in-class and remote teaching and learning.

The Guides to Education Technologies that are Ready Now cover topics in early learning, math, science and engineering, social studies, and special education. FableVision is proud to feature three resources: Cyberchase Fractions Quest (Mathematics Guide), Civics! An American Musical (Social Studies Guide), and FabMaker Studio (Science and Engineering Guide). All of our resources—and the other incredible resources from other organizations—were developed through an iterative process involving multiple rounds of testing and feedback from teachers and students. They are web-based and accessible on a number of devices, with a mix of free and paid content.


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Click the above image to download the guide.

Click the above image to download the guide.

 

Cyberchase Fractions Quest (free for a limited time)

Guide: Ready Now Math Tools
Age range: grades 3-4

CyberSpace is in trouble, and it’s up to your students to help defeat the villain Hacker! In Cyberchase Fractions Quest, students join the CyberSquad from the popular PBS KIDS series Cyberchase and play through a series of mini-games, picking up fractions knowledge and problem-solving skills along the way. Created in partnership with THIRTEEN and the Education Development Center’s Center for Children and Technology, this FableVision-developed math learning game combines an engaging storyline with a research-based approach to teaching and learning fractions that aligns with the Common Core Standards for Grade 3 and 4 mathematical structure. 

The game is a result of a 2.5-year-long research project as part of the IES Department of Education SBIR program. The beta version of Cyberchase Fractions Quest is free and available to play for a limited time on FableVision Games.


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Click the above image to download the guide.

Click the above image to download the guide.

 

Civics! An American Musical (free)

Guide: Social Studies Distance-Learning Resources
Age range: grades 6-7

What better way to teach middle school students U.S. history and the power of the everyday citizen in creating change than through producing their own hit Broadway musical? Created in partnership with Maryland Public Television, Maryland Humanities, and Tufts’ CIRCLE, Civics! An American Musical was inspired by Lin-Manuel Miranda’s Hamilton composition notebook and teaches civics as students analyze primary sources from the Library of Congress archives to adapt true events from U.S. history to the stage. Students select the subject matter for their musical from four different history topics—the desegregation of public schools, the National Parks, the FDA, and the Chinese Exclusion Act—and must observe, reflect, and question primary sources to ensure the historical accuracy of every aspect of the show, including scripts, costumes, and song lyrics.

Civics! An American Musical is a part of the Library of Congress’ Teaching with Primary Sources program and is available for free on FableVision Games.


 
Click the above image to download the guide.

Click the above image to download the guide.

 

FabMaker Studio ($200 classroom subscription)

Guide: Ready Now: Science and Engineering
Age Range: grades K-8

Turn any classroom or learning environment into a maker space—and you won’t even need a 3D printer! Inspire engineering in your classroom with FabMaker Studio, a web-based fabrication tool specifically designed for the classroom. With this affordable, research-based online tool, students can engineer, design, and fabricate any project, including designing their own Operation game board, a paper city that lights up, popup cards, and more.

The tool was developed by FableVision and the Reynolds Center for Teaching, Learning and Creativity, with initial funding in 2010 by ED/IES SBIR. To purchase your copy now and to learn more tips on how to use FabMaker with distance learning, visit FableVision Learning’s website.


For more details and to learn more about the other resources in the guides, check out the Institute of Education Sciences (IES)’s blog.

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September FableFriday: Betsy Peisach, Vice President of Education at Maryland Public Television

Betsy Peisach, Vice President of Education at Maryland Public Television, caught the media bug early. “The majority of my career has been in the media industry driven by a passionate belief in using the power of media for good,” shares Betsy. “This passion took root in 1970 with the debut of Sesame Street and my little sister. Her toddler years included a healthy dose of public television including Sesame Street, Mr Roger’s Neighborhood, and The Electric Company. We watched the shows together, I sang songs with her (those catchy tunes still ring in my head), and observed as she learned numbers and to count, sang all the letters of the alphabet, and eventually learned to read (by age four!).”

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With such a strong influence at an early age, Betsy took what she saw and turned it into a career that spans the evolution of incredible products, tools, and resources in the public television space. “I witnessed first-hand how media can truly be a powerful tool in helping children learn and that became my compass.”

Several decades later, Betsy’s still using that compass to steer big projects making a big difference. From the early days of Lure of the Labyrinth, an online game geared towards improving math and literacy among middle-school students, to our latest project putting a musical spin on the Library of Congress’ primary sources, Betsy has helped forge a lasting partnership with FableVision Studios that continues to impact learners today.

In this month’s FableFriday, read on to see the strides Betsy has made to harness the power of public media, the innovative products we’re building together, and the ultimate media toolkit curated by Betsy!

Your commitment to education is nothing short of extraordinary! Tell us a little bit about your roles as MPT’s Managing Director of Education Marketing and Outreach, and your current position as Vice President of MPT’s Education division.
I joined MPT in 2000 on the heels of the education division winning a $10 million dollar grant from the U.S. Department of Education. At that time, technology was beginning to burgeon and our charge was to harness the new digital capabilities for learning. It was a wonderfully exciting time to be in the field, filled with opportunity to produce innovative learning media in engaging new ways to help teachers teach and students learn. We built a robust website called Thinkport that today continues to serve early childhood, K-12 teachers, students, and parents with interactive media and online professional development courses. Our goal is to support teaching and learning with effective technology integration, high-quality digital resources, and to share best practices.

Betsy and her team with FableVision President Gary Goldberger at ISTE 2017

Betsy and her team with FableVision President Gary Goldberger at ISTE 2017

As a statewide public media broadcaster, my role was to bring these rich resources into the classrooms and homes of the early childhood and K-12 education communities.  It is always insightful and rewarding to participate at local and national education events to share what’s new, what’s possible, and to get a pulse on what’s happening in the field.

Through the years at MPT,  I’ve had the privilege of working with an extraordinary team of talented professionals —educators, producers, content experts, writers. Together, we developed a large catalog of truly cutting-edge interactive media and strong supporting professional development for educators (we won a Webby, Emmy, and other industry awards).  My roles morphed and grew in many gratifying ways. Whether marketing, producing, project managing, strategic planning or raising funds; what I fundamentally enjoy the most are: the energy of the collaborative creative process, fostering relationships into meaningful partnerships, working with educators, and knowing that you can make a difference.

Before joining MPT, you worked for the United Broadcasting Company, a national broadcaster of major market radio and cable stations. How does your expertise in radio, television, and film inform your approach to digital education?  
Whether you are working in education, or entertainment, the key is to know your audience.  Do your research and develop products and services that are relevant and valued.    

 MPT has a long history of collaboration with FableVision. Together, we’ve created an array of innovative, accessible websites. What has your experience been like working with the FableVision team?
In a nutshell, and to borrow a movie line, ”You had me at hello.” When I met Gary Goldberger, FableVision’s president and co-founder, it was like we were old friends from the onset. Our like-minded enthusiasm for creating high-quality educational media brought together our respective teams and complementary expertise. There is always a lot of respect and laughs in our often lengthy working sessions. Many of the projects we’ve worked on together have challenged us in a positive way, requiring fresh thinking and innovative tech development. We’ve been working with the FableVision team for over ten years, and I hope to continue our relationship far into the future. FableVision always hits a homerun.

Alongside MIT Education Arcade, MPT and the FableVision team crafted Lure of the Labyrinth, an online game geared towards improving math and literacy among middle-school students. What was the thought process behind the game, and what do you think makes it such a lasting, effective learning tool?
Lure of the Labyrinth was a labor of love. It was developed with a grant awarded to MPT in 2007 from the U.S. Department of Education to explore “serious games” and demonstrate how games can help kids learn. An amazing team came together including Scot Osterweil, who led the application of learning and game theory as creative director of the MIT Education Arcade. FableVision created an engaging storyline and a menagerie of mythical monsters in a crazy labyrinth environment for ultimate middle school appeal. Finally, MPT layered the classroom instruction and brought together teacher teams for testing and evaluation. 

So why do I think it is such a lasting effective learning tool? Because of its strong pedagogy, appealing story, and most importantly, it’s fun! The game works very well in today’s climate, emphasizing problem solving and critical thinking. Kids work hard to play the puzzles and  move through the game while building pre-Algebra math skills.  It’s that feeling of accomplishment that makes it so rewarding.  Fun fact: Lure of the Labyrinth has an international following with players in Australia and Canada, as well as the U.S.

 Speaking of super cool collaborations, you recently teamed up with FableVision, Maryland Humanities, and CIRCLE at Tufts University's Tisch College of Civic Life, and won the Teaching with Primary Sources (TPS) Regional Grant from the Library of Congress! What is TPS and the new project all about? What impact do you hope to achieve?
Civics: An American Musical is sure to be a fantastic project! Inspired by Lin-Manuel Miranda’s renowned musical Hamilton, our project will engage middle schoolers with primary sources from the Library of Congress as they imagine, formulate, and debut their own great American Musical. Components will include an online role-playing game blended with hands-on classroom projects and built-in professional development tools.

The goal of the Library of Congress Teaching with Primary Sources program is to enhance educators’ ability to embed digitized primary sources from the Library’s immense archive into inquiry-based instruction. We will provide teachers with professional learning to understand this process and to effectively use this new tool with their students. Our goal is to create a playful environment in which to build student literacy and critical thinking skills, while making history/civics relatable to the students.

With this great collaborative partnership, I’m certain that a valuable new learning resource will debut in 2020.


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Betsy’s Media Favorites:
MPT/PBS show: I do love my PBS and MPT programs. I am looking forward to the next season of Poldark and Victoria, as well as Call the Midwife, Antiques Roadshow (plus MPT’s local version, Chesapeake Collectables) and any and all documentaries. Hamilton’s America is a must see.
Bingable television series: I am anxiously awaiting the next season of the The Marvelous Mrs. Maisel and Ozark.
Oscar-worthy film: How does one choose? There’s a quirky film by Wes Anderson called Moonrise Kingdom that I’ve watched a dozen times. I always enjoy watching musicals with my children – The Sound of Music and the like.
Riveting podcast: NPR podcasts, especially The TED Radio Hour and This American Life.
Great reads: Goodnight Moon, Chicka Chicka Boom Boom, are my most frequent reads (my daughter had a baby this past year!) Looking forward to adding Peter H. Reynolds’ The Dot to my list. When I’m not reading to my granddaughter, I enjoy historical fiction.
Hamilton song: The Room Where it Happened

 

 

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